Thread: AD&D Ruleset
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January 11th, 2017, 00:12 #11
While the full rollout of multiclassing (including automatic combat adjustment and saving throw adjustment) is still a ways out (you wouldn't believe how complex the code can get when you have to account for all those variables), I believe that I can get the thieves' skills and cleric turns modified to check for the 2nd and 3rd class sooner. Good catch on that -- I had actually forgotten all about those.
In the mean time, you can manually populate them by holding down the control key and using your mouse wheel, which populates the mini-modifier field to make the adjustment.Ultimate License Holder GM
Games currently Playing: AD&D, DCC RPG and D&D 5e
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January 11th, 2017, 00:16 #12Ultimate License Holder GM
Games currently Playing: AD&D, DCC RPG and D&D 5e
Finished Projects: AD&D Ruleset
New School NPC Maker 5E
New School NPC Maker PFRPG - 3.5E
Old School NPC Maker
Current Projects:
1) Adventure Module.
2) Maintaining and improving released projects.
3) C.O.O.L. Beasts
4) Basic Fantasy Ruleset
5) Metamorphosis Alpha Ruleset
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January 11th, 2017, 00:44 #13
I logged into the C&C ruleset last night to check out the "normal" behavior of the Creatures and Treasures manual with respect to populating the tokens in the npc sheets. They are not displaying there either. So, either the creator of that module did not populate them or there is some error in the C&C ruleset that got carried over to the AD&D ruleset with respect to this. Likely nothing I will be able to do to fix this issue since it originates in the parent ruleset and module.
Ultimate License Holder GM
Games currently Playing: AD&D, DCC RPG and D&D 5e
Finished Projects: AD&D Ruleset
New School NPC Maker 5E
New School NPC Maker PFRPG - 3.5E
Old School NPC Maker
Current Projects:
1) Adventure Module.
2) Maintaining and improving released projects.
3) C.O.O.L. Beasts
4) Basic Fantasy Ruleset
5) Metamorphosis Alpha Ruleset
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January 11th, 2017, 00:49 #14
Ill log it over in the 3.2.2 thread for MW to look at.
Edit: also check your email.
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January 11th, 2017, 06:00 #15
Version 1.1.0 Released - see Post #1.
Version 1.1.0
New Feature: Multi-Classing for Thief Skills and Cleric Turning now auto-populates the appropriate numbers when using Class and Level fields for 2nd and 3rd class.
Bug Fix: Tooltips for Cleric Turning were not displaying the proper information for definition of Turn Numbers. [Fixed]
Bug Fix: Not all sidebar buttons were displaying properly; namely ones in the library that normally don't display in gm mode. [Fixed] Thanks Damned.
Still on the Feature Request List:
Making Multi-Classing work with saving throw population and combat tables.
Adding Secondary (percentile) Strength to NPC sheet of monsters and npcs.
Possible addition:
Adding a box on the npc sheet for descending AC. Currently, there is only one box. It doesn't matter if you enter AC as Ascending or Descending, as the ruleset engine knows to interpret either one. In order to maintain backwards compatibility of any future AD&D adventure modules with the C&C ruleset, I will be entering npc's as Ascending AC, but thought it would be nice to have a second box that showed the corresponding Descending Value also. A nice, though not totally necessary feature.Ultimate License Holder GM
Games currently Playing: AD&D, DCC RPG and D&D 5e
Finished Projects: AD&D Ruleset
New School NPC Maker 5E
New School NPC Maker PFRPG - 3.5E
Old School NPC Maker
Current Projects:
1) Adventure Module.
2) Maintaining and improving released projects.
3) C.O.O.L. Beasts
4) Basic Fantasy Ruleset
5) Metamorphosis Alpha Ruleset
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January 11th, 2017, 06:56 #16
Great work so far!
"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
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RIP Canada, February 21, 2022
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January 11th, 2017, 14:25 #17
Wow..thanks for the quick work on those field adjustments! Now the Fighter/Thief I KNOW someone will be playing will be easier to track.
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January 11th, 2017, 20:47 #18
It's nice !
But just one thing, initiative seems set on a d10 dice like in C&C. But in AD&D you must roll a d6...
Surprise roll is ok but not initiative roll.
Thanks.
EDIT: and the Languages and the Weapon Proficiency are bound together...
And you use the Encumbrance rule from C&C...Last edited by Vackipleur; January 11th, 2017 at 22:26.
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January 12th, 2017, 00:08 #19
1. Initiative currently has 3 options: d10, d20 or d100 (which were the existing options from C&C). I'll see if I can add in a d6 option, but didn't feel it was a priority item at the time.
2. I'll look at the weapon proficiency. Likely I made a simple mistake that should be easy to fix.
3. I do use the C&C Encumbrance - as that gave compatibility with the equipment from the C&C manual, but am investigating a way do a conversion to the AD&D gold piece encumbrance system.
Those things are now on my list.Ultimate License Holder GM
Games currently Playing: AD&D, DCC RPG and D&D 5e
Finished Projects: AD&D Ruleset
New School NPC Maker 5E
New School NPC Maker PFRPG - 3.5E
Old School NPC Maker
Current Projects:
1) Adventure Module.
2) Maintaining and improving released projects.
3) C.O.O.L. Beasts
4) Basic Fantasy Ruleset
5) Metamorphosis Alpha Ruleset
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January 12th, 2017, 00:18 #20
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